UPDATE
* Removed unnecessary clones of props.
* Replaced them with environmental brushes.
* Removed unnecessary and distracting decals.
* Added props to make knocking enemies into the water slightly more difficult.
* Added Invisible brush to one of the fishing boats to stop people from camping on it.
* Added various signs warning players that falling into the water means death.
* Updated the map's navigation mesh.

UPDATE
7/12/2010
* Removed HL2 props.
* Added some of Vin's ctf_laynedecker props. (thanks, Vin!)
* Removed the metal platform next near the third CP and extended the one closer to the RED spawnroom.
* Added some more details in the skybox.
* Changed map's name to cp_port_b2 to show the map is still in beta-state.
* Updated Navigation Mesh

Looking at the first screenshot alone I can see the map is way over-scaled, the truck, which is used for huge cover or out of grounds decoration is sitting where, in a more reasonably scaled map, there might be one or two smallish crates stacked there. It's just that your map is probably twice as big as it should be. Because of the detailing that's gone into this map so far, it's probably going to be very hard to try and fix, sorry. I'm only getting this from the screenshots, so I may be wrong, but when looking at scale, a really good tut is this one here so you don't make the same mistakes in the future. Also is it just me or do your stairs look huge?

8/12/2010 (b3):
* General optimisation.
* Added fades on props.
* Smoothened sharp edges on the ship in the final CP.
* Tweaked the walkways in CP3 slightly.
* Moved the portable ramp so it overlooks the route to the final CP to help Snipers to pick off Sentry guns and extra defence.
* Added some health/ammo packs.
* Replaced some of the Spytech computers with different models to add more variety.
* Fixed stairs being massively out of proportion.
* Changed Skybox texture to sky_well_01 (the skybox used in Well).
* Tweaked the 3D Skybox so the sea-floor uses the same texture as the one in the gameplay area.
* Changed some textures.
* Tweaked Navigation mesh to (hopefully) stop bots from trying to run through closed doors.
* Fixed doors not opening when its respective CP is captured.

13/12/2010 (b4):
* Added SHEDLOADS of detail to the first CP and the skybox.
* Lowered delay time between points capped and their respected doors opening (was 2 seconds, now 1 second).
* Changed wall textures in the second CP area.
* Added a bit more lighting to the RED spawnroom.
* Lowered background noise volume.
* Removed navigation file due to laziness.
* The large blast door blocking the way to the third CP can now be opened by the RED team before the second CP is captured.

(apologies for the triple post, but this map is still being worked on and the thread needed a bump)